mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:59:46 2026 -0700
Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:38:08 2026 -0700
Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 16:48:03 2026 -0700
Minor change
Simplified redundant conditions in HumanoidModel.cpp
commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 16:37:30 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 15:35:38 2026 -0700
Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Sat Apr 11 19:36:52 2026 -0700
Fixed crashes
Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.
commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 10 16:06:57 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 16:50:43 2026 -0700
Made more changes
Made more changes in files to support skin offsets. The game still crashes when trying to load skins.
commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 13:12:39 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 3 21:50:42 2026 -0700
Added small additions
Added more code referencing skin offsets. Still doesn't work correctly.
commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:09:08 2026 -0700
Merge branch 'smartcmd:main' into feat/skin-offsets
commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:07:48 2026 -0700
Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
525 lines
14 KiB
C++
525 lines
14 KiB
C++
#include "stdafx.h"
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#include "..\..\Minecraft.h"
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#include "..\..\ScreenSizeCalculator.h"
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#include "..\..\EntityRenderDispatcher.h"
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#include "..\..\PlayerRenderer.h"
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#include "..\..\HumanoidModel.h"
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#include "..\..\Lighting.h"
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#include "..\..\ModelPart.h"
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#include "..\..\Options.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "UIControl_PlayerSkinPreview.h"
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//#define SKIN_PREVIEW_BOB_ANIM
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#define SKIN_PREVIEW_WALKING_ANIM
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UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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{
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UIControl::setControlType(UIControl::ePlayerSkinPreview);
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m_bDirty = FALSE;
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m_fScale = 1.0f;
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m_fAlpha = 1.0f;
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
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m_fRawWidth=static_cast<float>(ssc.rawWidth);
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m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
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m_fRawHeight=static_cast<float>(ssc.rawHeight);
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m_customTextureUrl = L"default";
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m_backupTexture = TN_MOB_CHAR;
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m_capeTextureUrl = L"";
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m_yRot = 0;
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m_xRot = 0;
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m_swingTime = 0.0f;
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m_bobTick = 0.0f;
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m_walkAnimSpeedO = 0.0f;
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m_walkAnimSpeed = 0.0f;
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m_walkAnimPos = 0.0f;
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m_bAutoRotate = false;
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m_bRotatingLeft = false;
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m_incXRot = false;
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m_decXRot = false;
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m_incYRot = false;
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m_decYRot = false;
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m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_fTargetRotation = 0.0f;
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m_fOriginalRotation = 0.0f;
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m_framesAnimatingRotation = 0;
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m_bAnimatingToFacing = false;
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m_pvAdditionalModelParts=nullptr;
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m_uiAnimOverrideBitmask=0L;
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}
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void UIControl_PlayerSkinPreview::tick()
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{
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UIControl::tick();
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if( m_bAnimatingToFacing )
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{
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++m_framesAnimatingRotation;
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m_yRot = m_fOriginalRotation + m_framesAnimatingRotation * ( (m_fTargetRotation - m_fOriginalRotation) / CHANGING_SKIN_FRAMES );
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//if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES) m_bAnimatingToFacing = false;
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}
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else
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{
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if( m_incXRot ) IncrementXRotation();
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if( m_decXRot ) DecrementXRotation();
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if( m_incYRot ) IncrementYRotation();
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if( m_decYRot ) DecrementYRotation();
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if(m_bAutoRotate)
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{
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++m_rotateTick;
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if(m_rotateTick%4==0)
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{
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if(m_yRot >= LOOK_LEFT_EXTENT)
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{
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m_bRotatingLeft = false;
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}
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else if(m_yRot <= LOOK_RIGHT_EXTENT)
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{
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m_bRotatingLeft = true;
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}
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if(m_bRotatingLeft)
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{
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IncrementYRotation();
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}
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else
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{
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DecrementYRotation();
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}
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}
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}
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}
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}
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void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME backupTexture)
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{
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m_customTextureUrl = url;
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m_backupTexture = backupTexture;
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unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask( app.getSkinIdFromPath(m_customTextureUrl) );
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if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 )
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{
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// We have a force animation for some skins (claptrap)
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// 4J-PB - treat all the eAnim_Disable flags as a force anim
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if((uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
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{
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m_uiAnimOverrideBitmask=uiAnimOverrideBitmask;
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}
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else
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{
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m_uiAnimOverrideBitmask=0;
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}
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}
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else
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{
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m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
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}
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m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
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m_pvModelOffsets=app.GetModelOffsets(app.getSkinIdFromPath(m_customTextureUrl));
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}
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void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
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{
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switch(facing)
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{
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case e_SkinPreviewFacing_Forward:
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m_fTargetRotation = 0;
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m_bRotatingLeft = true;
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break;
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case e_SkinPreviewFacing_Left:
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m_fTargetRotation = LOOK_LEFT_EXTENT;
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m_bRotatingLeft = false;
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break;
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case e_SkinPreviewFacing_Right:
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m_fTargetRotation = LOOK_RIGHT_EXTENT;
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m_bRotatingLeft = true;
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break;
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}
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if(!bAnimate)
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{
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m_yRot = m_fTargetRotation;
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m_bAnimatingToFacing = false;
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}
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else
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{
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m_fOriginalRotation = m_yRot;
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m_bAnimatingToFacing = true;
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m_framesAnimatingRotation = 0;
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}
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}
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void UIControl_PlayerSkinPreview::CycleNextAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation + 1);
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if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_swingTime = 0.0f;
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}
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void UIControl_PlayerSkinPreview::CyclePreviousAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation - 1);
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if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = static_cast<ESkinPreviewAnimations>(e_SkinPreviewAnimation_Count - 1);
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m_swingTime = 0.0f;
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}
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void UIControl_PlayerSkinPreview::render(IggyCustomDrawCallbackRegion *region)
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{
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Minecraft *pMinecraft=Minecraft::GetInstance();
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glEnable(GL_RESCALE_NORMAL);
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glEnable(GL_COLOR_MATERIAL);
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glPushMatrix();
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float width = region->x1 - region->x0;
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float height = region->y1 - region->y0;
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float xo = width/2;
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float yo = height;
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glTranslatef(xo, yo - 3.5f, 50.0f);
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//glTranslatef(120.0f, 294, 0.0f);
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float ss;
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// Base scale on height of this control
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// Potentially we might want separate x & y scales here
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ss = width / (m_fScreenWidth / m_fScreenHeight);
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glScalef(-ss, ss, ss);
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glRotatef(180, 0, 0, 1);
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//glRotatef(45 + 90, 0, 1, 0);
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Lighting::turnOn();
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//glRotatef(-45 - 90, 0, 1, 0);
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glRotatef(-static_cast<float>(m_xRot), 1, 0, 0);
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// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
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bool wasHidingGui = pMinecraft->options->hideGui;
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pMinecraft->options->hideGui = true;
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//EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1);
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EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_LOCALPLAYER);
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if (renderer != nullptr)
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{
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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//vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
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if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
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{
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for(auto& pModelPart : *m_pvAdditionalModelParts)
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{
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pModelPart->visible=true;
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}
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}
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render(renderer,0,0,0,0,1);
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//renderer->postRender(entity, x, y, z, rot, a);
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// hide the additional parts
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if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
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{
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for(auto& pModelPart : *m_pvAdditionalModelParts)
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{
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pModelPart->visible=false;
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}
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}
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}
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pMinecraft->options->hideGui = wasHidingGui;
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glPopMatrix();
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Lighting::turnOff();
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glDisable(GL_RESCALE_NORMAL);
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}
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// 4J Stu - Modified version of MobRenderer::render that does not require an actual entity
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void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, double y, double z, float rot, float a)
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{
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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HumanoidModel *model;
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Textures *t = Minecraft::GetInstance()->textures;
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if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
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model = static_cast<HumanoidModel *>(renderer->getModelSlim());
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else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
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model = static_cast<HumanoidModel *>(renderer->getModelClassic());
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else
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model = static_cast<HumanoidModel *>(renderer->getModel());
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//getAttackAnim(mob, a);
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//if (armor != nullptr) armor->attackTime = model->attackTime;
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//model->riding = mob->isRiding();
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//if (armor != nullptr) armor->riding = model->riding;
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// 4J Stu - Remember to reset these values once the rendering is done if you add another one
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model->attackTime = 0;
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model->sneaking = false;
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model->holdingRightHand = false;
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model->holdingLeftHand = false;
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model->idle = false;
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model->eating = false;
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model->eating_swing = 0;
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model->eating_t = 0;
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model->young = false;
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model->riding = false;
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model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask;
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if( !m_bAnimatingToFacing )
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{
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switch( m_currentAnimation )
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{
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case e_SkinPreviewAnimation_Sneaking:
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model->sneaking = true;
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break;
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case e_SkinPreviewAnimation_Attacking:
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model->holdingRightHand = true;
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m_swingTime++;
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if (m_swingTime >= (Player::SWING_DURATION * 3) )
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{
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m_swingTime = 0;
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}
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model->attackTime = m_swingTime / static_cast<float>(Player::SWING_DURATION * 3);
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break;
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default:
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break;
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};
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}
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float bodyRot = m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a);
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float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a);
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//setupPosition(mob, x, y, z);
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// is equivalent to
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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//float bob = getBob(mob, a);
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#ifdef SKIN_PREVIEW_BOB_ANIM
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float bob = (m_bobTick + a)/2;
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++m_bobTick;
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if(m_bobTick>=360*2) m_bobTick = 0;
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#else
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float bob = 0.0f;
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#endif
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//setupRotations(mob, bob, bodyRot, a);
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// is equivalent to
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glRotatef(180 - bodyRot, 0, 1, 0);
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float _scale = 1 / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glScalef(-1, -1, 1);
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//scale(mob, a);
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// is equivalent to
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float s = 15 / 16.0f;
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glScalef(s, s, s);
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// 4J - TomK - pull up character a bit more to make sure extra geo around feet doesn't cause rendering problems on PSVita
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#ifdef __PSVITA__
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glTranslatef(0, -24 * _scale - 1.0f / 16.0f, 0);
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#else
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glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
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#endif
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#ifdef SKIN_PREVIEW_WALKING_ANIM
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m_walkAnimSpeedO = m_walkAnimSpeed;
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
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m_walkAnimPos += m_walkAnimSpeed;
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float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
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float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
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#else
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float ws = 0;
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float wp = 0;
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#endif
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if (ws > 1) ws = 1;
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MemSect(31);
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bindTexture(m_customTextureUrl, m_backupTexture);
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MemSect(0);
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glEnable(GL_ALPHA_TEST);
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//model->prepareMobModel(mob, wp, ws, a);
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model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvModelOffsets);
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/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmor(mob, i, a))
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{
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armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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}
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}*/
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//additionalRendering(mob, a);
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if (bindTexture(m_capeTextureUrl, L"" ))
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{
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = 0;//(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
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double yd = 0;//(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
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double zd = 0;//(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
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float yr = 1;//mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = sin(yr * PI / 180);
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double za = -cos(yr * PI / 180);
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float flap = static_cast<float>(yd) * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = static_cast<float>(xd * xa + zd * za) * 100;
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float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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//float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
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flap += 1;//sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
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if (model->sneaking)
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{
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flap += 25;
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}
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glRotatef(6.0f + lean / 2 + flap, 1, 0, 0);
|
|
glRotatef(lean2 / 2, 0, 0, 1);
|
|
glRotatef(-lean2 / 2, 0, 1, 0);
|
|
glRotatef(180, 0, 1, 0);
|
|
model->renderCloak(1 / 16.0f,true);
|
|
glPopMatrix();
|
|
}
|
|
/*
|
|
float br = mob->getBrightness(a);
|
|
int overlayColor = getOverlayColor(mob, br, a);
|
|
|
|
if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthFunc(GL_EQUAL);
|
|
|
|
// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
|
|
// about (in particular the depth & alpha test) don't work with our command buffer versions
|
|
if (mob->hurtTime > 0 || mob->deathTime > 0)
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((overlayColor >> 24) & 0xff) > 0)
|
|
{
|
|
float r = ((overlayColor >> 16) & 0xff) / 255.0f;
|
|
float g = ((overlayColor >> 8) & 0xff) / 255.0f;
|
|
float b = ((overlayColor) & 0xff) / 255.0f;
|
|
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
|
|
glColor4f(r, g, b, aa);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(r, g, b, aa);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
*/
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glPopMatrix();
|
|
|
|
MemSect(31);
|
|
//renderName(mob, x, y, z);
|
|
MemSect(0);
|
|
|
|
// Reset the model values to stop the changes we made here affecting anything in game (like the player hand render)
|
|
model->attackTime = 0;
|
|
model->sneaking = false;
|
|
model->holdingRightHand = false;
|
|
model->holdingLeftHand = false;
|
|
}
|
|
|
|
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, int backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, const wstring& backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|